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[ Arcane Grimoire ]

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This thread holds the base spells of the arcane, not including customised ones created by various individuals. Each post below holds the spells of each school, with links below for ease of access. The plugin will pull from this thread hence the layout of spells in the spoiler tags.

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-=[
ANIMANCY ]=-

-=[
COGIMENCY ]=-

-=[
EVISCISM ]=-

-=[
FORMISTRY ]=-

Section: Branches
Branch: Volatile
Branch: Stable
Branch: Telepathy
Branch: Illusion
Branch: Matter
Branch: Life
Branch: Spiritualism
Branch: Occultism

Section: Spells
 
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-= SPIRITUALISM =-

Name: Induction
Level: 0
Branch: Spiritualism
Range: 10 meters.
Duration: Not Applicable
Effect: The mage inclines a target toward a particular emotion. If the emotion is inappropriate, at the arbitration of the target’s player, then nothing happens. It lasts until the target’s player deems their emotions to have settled, or the mood to have passed. Those involved may make a relevant check to resist the effect.

Name: Eidolon
Level: 0
Branch: Spiritualism
Range: Touch
Duration: Concentration
Effect: With a touch to the target, the mage can conjure up an apparition of someone dearly departed. The identity of this apparition is up to the target's discretion, typically whoever they most miss or wish to see. They will be much as they were in life, engaged in some activity, watching the scene quietly, or drifting at the edge of your eyes. If the target is nearing death, this effect is far stronger as their soul nears the River. As a result, it may be used as a last rite, allowing the dying to spend their last moments in the presence of a loved one. The target must be touched to initiate the effect, but may be maintained for a few turns after.

Name: Shadow Dance
Level: 0
Branch: Spiritualism
Range: 10 meters.
Duration: Concentration.
Effect: The mage is able to make the shadows of everything around them move as they wish: whether elongating, shortening, moving, dancing, flickering, disappearing, whatsoever they will them to do.

Name: Shadow Reach
Level: 0
Branch: Spiritualism
Range: 10 meters.
Duration: Concentration
Effect: The mage summons forth a shadow which imitates the motions of their hand. The hand has no force associated with it and cannot properly “touch” or grab things. They may use it to touch another living thing, leaving a brief, cold impression wherever touched.

Name: Deed to the Dead
Level: 1
Branch: Spiritualism
Range: Touch
Duration: Not Applicable
Effect: The mage is capable of gleaning the next of kin of a corpse they touch. They are also able to gain a vague sense of this person's location (at that player’s discretion for accuracy). If the deceased had a single affair they wished to put right, the caster is able to glean this as well, felt as an imprint on their mind rather than a conversation with the deceased themselves. This single affair can be last words or a matter of inheritance, but nothing too extensive.

Name: Shadow Puppet
Level: 1
Branch: Spiritualism
Range: 20 metres
Duration: 10 minutes
Effect: The Animancer weaves a creature of darkness through shadow-puppetry or discreet gestures. It may take the form of a small animal (e.g a mouse, a bird) - or simply a ropey copy of the mage’s hand - though it will be entirely obfuscated in shadow, a mere silhouette. The puppet can be directed to perform simple tasks within range; it can interact with objects of 10 lbs or less, moving them or fetching them to the mage at their command.

Name: Maddening Malady
Level: 1
Branch: Spiritualism
Range: Five meters
Duration: One turn minimum
Effect: The mage causes their target’s emotions to heighten almost to the point of madness. Sadness becomes despair; anger becomes rage. How this affects a character’s actions is still up to the target, but it cannot be outright ignored. The induced emotion lasts for at least a turn, before it can then be normalized at the discretion of the target. A contested soul roll is required to induce the spell.

Name: Capture Anima
Level: 1
Branch: Spiritualism
Range: Touch and 5 meters of the target
Duration: Two days
Effect: The caster replicates the anima from a target into an object over the course of a round, temporarily bestowing upon that aspect of the target's emotions to this object. The object gets a dim sheen to it that can differ depending on the emotion or person, and gives off that emotion for the duration. Those within fifteen meters of the object for more than two rounds will find their emotions pushed into the direction of the emotion stored within the object until they depart the area. They can roll Soul + Resilience (Malaise) against the caster's Casting Attribute to resist the effect. This goes for base emotions (anger, sadness, etc.) and not extreme manifestations (rage, depression, etc.), nor can this emotion be affected by cantrips or spells like Induction.

Name: Hallowed Haunting
Level: 2
Branch: Spiritualism
Range: Not Applicable
Duration: Three days.
Effect: If the mage has possession of a fresh body part of the target (e.g. hair, blood that is no more than a week old) they are able to intone a ritual to curse that target. For the duration, the target will be convinced that someone is following them, inducing paranoia within them. The shadows around them seem to take a life of their own, moving in unnatural fashions, bending towards the target like grasping hands. If they touch the target, the target will feel these shadows tangibly. These shadows will seek to rake their cold fingers upon the target's skin. The target's own shadow leaves them alone. The target will also experience an irrational paranoia and deep sense of claustrophobia when in complete darkness.

Name: Seance
Level: 2
Branch: Spiritualism
Range: 5 meters
Duration: Concentration
Effect: The mage summons the spirit of a dead person into either a mirrored surface such as water or glass, or as an intangible entity within range. When summoned into their vicinity, the spirit is incredibly cold and feels thin - almost immaterial. The spirit acts at the discretion of their player, or the DM where appropriate.

Name: The Knock
Level: 2
Branch: Spiritualism
Range: A doorway - 4x4 meters
Duration: One day
Effect: The mage calls forth an unknown entity from within the depths of the river, a soul unbound and unfettered. The mage can create a pact with the spirit to have it inhabit a totem of their design. If thrown onto the ground, the talisman explodes. All within the area are quickly made unsteady on their feet as something knocks them off balance (felt as a shove from behind). The mage is immune to the effects of the spell.

Name: What Slithers Below
Level: 3
Branch: Spiritualism
Range: 30 meters
Duration: Two turns/20 seconds
Effect: Provided that the mage is touching some form of shadow that is large enough to completely cover them (the darkness of night is insufficient, it must be a specific shadowed surface) they are able to sink into these shadows as though they were water over the course of two turns. The mage can reform their body and held items/clothing in another equivalent shadowed surface within 30 meters of them. If they are attacked or perform another action within these two turns, the spell ends prematurely. The mage must be aware of the pool of darkness they wish to use to reform (cannot just assume that there is shadow, they must have prior knowledge of it).

Name: Riverman’s Reflection
Level: 3
Branch: Spiritualism
Range: Described item
Duration: One week, one at a time
Effect: The mage imparts a fragment of their own soul into a held object. This object can be anything that they have crafted with their own hands and can be used to summon forth an intangible shade of the caster’s soul as an action. The caster’s shade lingers for one minute before fading away, but can not cast spells. Their form will be mired by shadows; their eyes gaunt and hollow, voice lifeless and flat. If this ability is used, the spell ends, regardless of how long is left on its duration. The mage recalls what their shade experienced all at once, as soon as the effect completes. The mage also experiences dreams of deep water and rivers when this spell is active, a self-inflicted curse.

Name: Purgatory
Level: 3
Branch: Spiritualism
Range: Three meters
Duration: Three turns
Effect: The mage pricks their finger, dropping a single droplet of their blood at what will become the epicenter of this spell. Within the area prescribed, a ritual circle of blood will take root upon the ground over the course of a turn, being entirely inert during this turn. Once complete, all within this circle find their strength sapped from their bones (thematic, up to the player if this affects rolls). Those who spend more than one turn within this circle find that, for the next twenty-four hours, their flesh grows gaunt, their vigor and spirit seemingly drained from them, and they gain a step of disadvantage on Athletics (Might) checks for the duration. The caster is immune to the effects of this spell.


Name: Final Embrace
Level: 4
Branch: Spiritualism
Range: 6x6 meters, within 10 meters of the caster
Duration: One turn to appear, three turns in existence provided that concentration is maintained
Effect: The mage lets forth a howling, otherworldly shriek. The mages eyes turn pitch black in coloration as they cry tears of black liquid. Their shadow twists and shifts in unnatural ways, their voice taking on an echo as if something echoes their words. Mortals within the area are confronted with shadows of their dearly departed that form over the course of one turn. The departed will seek to embrace those the mage designates, but can be blocked or evaded. Their grip is ironclad and they will over the course of the duration seek to completely crush their targets, inflicting lethal injuries if they do so for the full three turns. These shades can be attacked and dispersed with a successful attack against the caster’s AoE DC. Those who touch these shades experience an insurmountable sensation of dread.


-= OCCULTISM =-

Name: Guest of Flames
Level: 0
Branch: Occultism
Range: 5 metres
Duration: A turn
Effect: By beckoning on fire elementals in the ambient, the caster can manipulate nearby flames to flicker and dance, or twist smoke into simple shapes.

Name: Shepherd of Winds
Level: 0
Branch: Occultism
Range: 5 metres
Duration: A turn
Effect: A simple parlour magic that produces a light draft; enough to shutter doors, rattle windows or spoil the warmth of a fireside.

Name: Weaver of Rushes
Level: 0
Branch: Occultism
Range: Five metres
Duration: Concentration
Effect: The Caster manipulates the flow of waters around them with a murmured word. They can cause small quantities of water (a cup) to slowly gather to a point in range or disperse from their person; used to quickly dry soaked objects or ward oneself from rainfall.

Name: Impulse
Level: 0
Branch: Occultism
Range: Sight
Duration: Ten minutes
Effect: A whisper from beyond causes the target to give in to their worst nature. They are compelled to act on their next impulse without restraint, be it one of anger, greed, desire or devil-may-care. Only after acting or the spell otherwise fading will they have a sense that their heart was tampered with.

Name: Impish Delight
Level: 1
Branch: Occultism
Range: One domicile of the mage’s choosing
Duration: One day
Effect: The mage conjures forth a small imp-like creature in a home of their choosing, over the course of a round. When summoned, the mage can pact with it to have it act as a servant for that household for a day. It will fulfill any housekeeping duties offered to it, and is entirely unsuited for combat and is entirely non-verbal, though it seems to understand any languages spoken by the mage.

Name: Candelabra Conflagration
Level: 1
Branch: Occultism
Range: Five meters
Duration: Instantaneous
Effect: The mage, within a five meter radius, conjures forth a small elemental composed entirely of fire. This small elemental will seek to set any unlit lights (candles, lanterns, fireplaces) within a five meter radius of its summoning point on fire, moving at the pace of a walking human.

Name: Boulder Blockade
Level: 1
Branch: Occultism
Range: Touch
Duration: Two turns
Effect: The mage plants a small fragment of sharpened rock into the ground in front of them. Over the course of a turn they will imbue within it an earth elemental. After this turn, a small blockade will erupt from the ground, thematic to whatever fragment of rock was used (e.g. a marble fragment produces a marble wall). This wall occupies a width and height of two meters. It is solid enough to shield the mage from arrows and some melee weapons (e.g. knives, ordinary swords), but shatters instantly under more substantial force (e.g. a mace, warhammer).

Name: Malevolent Mimicry
Level: 2
Branch: Occultism
Range: One object of the mages choosing
Duration: One day for possession, three days for the curse
Effect: The mage creates a pact with a mimic over the course of five minutes, allowing it to inhabit and otherwise take possession of any object the mage is touching. Once pacted, the mimic will inhabit the object for one day. If anyone other than the mage handles or picks up this object, they will be cursed for three full days, the effect on the object ending. The target can roll Soul + Resilience (Malaise) against the mage's CA + Charisma (Intimidation) to resist this effect. The cursed will hear the laughter of some unseen creature whenever they are alone. The target will also become more clumsy, objects more often than not appearing out of their reach, a laugh of mischievous delight heard only by them when this happens. They will be unable to sleep for the spell's duration, something unseen prodding them awake.

Name: Cloudburst
Level: 2
Branch: Occultism
Range: 6x6 blocks, within five blocks of the mage
Duration: Three turns
Effect: The mage creates a pact with a water elemental over the course of a turn. Once this turn has elapsed, the area designated by the mage will be subject to a monsoon of razor sharp rain droplets. These water droplets are the size of a knitting needle and will continually pour for the duration, lacerating anything within the area with non-fatal wounds. They can puncture flesh to a depth of one inch, but immediately disperse into ordinary water after they have done so. Anyone within the radius can roll a Body + Resilience (Malaise) check against the caster’s AoE DC to resist the monsoon. Metal armour resists this effect. The mage is unaffected by this spell.

Name: Pact of Dominance
Level: 2
Branch: Occultism
Range: Twenty meter radius
Duration: Concentration, up to a minute
Effect: The mage conjures forth a humanoid demonic soldier to fight in their stead. The summoning of this creature requires a ritual that takes a turn to cast. Once summoned, the demonic soldier will attack anything hostile to the mage. The caster’s vigor is drained for the duration, giving them a step of disadvantage to any Body-based rolls. The creature can sustain two wounds before dispersing into blackened ash, and it uses the caster’s casting attribute and skill for any of its rolls.

Name: Cacophony
Level: 2
Branch: Occultism
Range: Same plane (e.g. Overworld/Nether)
Duration: Instantaneous
Effect: Upon performing a ritual that lasts two rounds, the mage sends a message of fifteen words or less to one target of choice through a Planar courier. Upon receiving the message, the target may respond to the caster with five words or less. Messages will be heard as multiple whispers in a slight, distorted alteration of the voice coming from around them. Upon receiving a message or reply, the impression of a chill settles on them briefly, for the duration of the whispers.

Name: Elemental Smite
Level: 2
Branch: Occultism
Range: Touch
Duration: Ten Minutes
Effect: The caster wreathes a weapon in an element of their choice. This offers no additional mechanical effect beyond causing additional harm. The damage is less significant than the weapon itself, but adds enough punch to be tangible. The fire does not ignite, the earth does not incur extra knockback, and so on. For creatures or summons with a set number of 'hits,' it counts as dealing an additional hit.

Name: Subjugation
Level: 3
Branch: Occultism
Range: Ten meters
Duration: Concentration up to a minute
Effect: Over the course of a round, the mage conjures forth from the ground a myriad of blackened chains that appear in a gout of darkened fire. These chains will seek to bind a target within range, be they material (Humanoid) or immaterial (spirits). The chains burn those they hold, while those without a body merely feel the sensation of agonizing burns. The chains can be physically avoided with a contested Dexterity (Evasion) vs. Ranged (Arcane) check, or broken with a contested Athletics (Might) vs. Resilience (Malaise) check after the target is caught. If the chains bind a spirit or an otherworldly entity for at least three consecutive rounds, the mage can make another contested roll to banish it to its home plane.

Name: Fiendform
Level: 3
Branch: Occultism
Range: Self
Duration: Ten minutes
Effect: The mage takes on the aspect of a fiend or another hellborn entity for the spell's duration. Within this form, their appearance takes on a hellish countenance: they will sprout horns, their skin will become reddened, etc. The exact form they take is dependent upon the mage’s desires. It takes a turn to manifest this demonic power. In this form, they are immune to the effects of mundane fire and heat, while they are immune to fire spells of L2 and below, or their equivalents. All physical actions made in this form can use the caster’s casting attribute in place of the primary stat. Any wounds this form takes are carried over to their original form. For two days afterwards, the mage will only dream of the bleakest hellscapes imaginable, nightmares untold. If this spell is recast, two more days are added.

Name: Veil of the Void
Level: 3
Branch: Occultism
Range: One target within three meters
Duration: Two turns for the banishment, three days for the curse
Effect: The mage banishes the target into the Planar with a contested roll. For the spell's duration, the target becomes transparent and unable to be interacted with. They will experience a fundamentally, spiritually traumatic event. When they return to their flesh after two rounds, they will return with a sense of pure dread that will fade into a sense of emptiness over the course of an hour. The target is unable to feel and present any form of emotion for three days after the fact.


Name: Maelstrom
Level: 4
Branch: Occultism
Range: Ten meters
Duration: Three turns
Effect: The mage conjures forth a lightning elemental of immense power over the course of two turns, during which a storm cloud forms overhead. This elemental will bring indiscriminate destruction to the area it is summoned into, which includes striking at any targets within its range with lightning. If any target fails a Body + Dexterity (Evasion) check against the caster’s AoE DC, they are stunned for two rounds and suffer extensive lightning burns.

Name: Sarcophagus
Level: 4
Branch: Occultism
Range: Ten meters
Duration: Five rounds
Effect: The mage calls forth an earth elemental over the course of one round, after which the stone or dirt within range begins to turn to quicksand. Any targets can evade sinking into the ground by passing a Body + Dexterity (Evasion) or Body + Athletics (Might) check against the caster’s AoE DC. Any that fail this DC are pulled beneath the earth for either the duration or until they make a Body + Athletics (Might) check against the AoE DC with one step disadvantage. During this period, they will experience visions of hellfire and damnation. Afterwards, they are raised from the ground into their original position.
 
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-= ILLUSION =-

Name: Opus
Level: 0
Branch: Illusion
Range: 15 meters.
Duration: Concentration.
Effect: The mage creates any visual illusion no larger than a cubic meter at a point within 15 meters. The illusion is disrupted when touched by anyone but the caster or when the caster leaves the range.

Name: Postscript
Level: 0
Branch: Illusion
Range: Touch
Duration: 15 minutes
Effect: The mage may conceal secret messages through illusions. To those not the intended target, it looks like something else (another letter, a different image, etc.) that the mage decides on. To those capable of sensing illusions, they see both copies of the message.

Name: Guise Minor
Level: 0
Branch: Illusion
Range: Self
Duration: Concentration.
Effect: The caster changes one aspect of their outward appearance, localized to an area about the size of a hand. The change lasts until another spell is cast, or until the affected aspect is touched. Example; changing one’s eye color, making one’s hand appear skeletal.

Name: Conceal
Level: 0
Branch: Illusion
Range: 30 meters.
Duration: Concentration.
Effect: The mage hides one inanimate object in range from the sight of a target within range, rendering it invisible. The object can be no larger than a cubic meter, and can’t move without breaking the illusion.

Name: Substitute
Level: 1
Branch: Illusion
Range: Touch
Duration: Concentration
Effect: The mage conceals an object's true appearance, scent, taste and feel with an illusory mask. It retains the approximate shape of the original object, but the appearance of its surface can be changed to the caster’s whim. It can affect multiple objects at once, such as a hand of cards, and persists as long as the caster maintains concentration. The original targets must all fit within a cubic meter at the time of casting.

Name: Disguise
Level: 1
Branch: Illusion
Range: Self
Duration: Concentration up to 1 hour
Effect: The caster can make themselves look different in many ways, enabling them to change the way others perceive their physical features, clothing, weapons and all possessions on the caster for the duration. They must keep their body type with the same amount of limbs and may only appear up to 1 foot taller or shorter. The appearance of the illusion is chosen at the time of casting, and cannot be altered unless recast.

Name: Voice Alteration
Level: 1
Branch: Illusion
Range: Self
Duration: 2 hours
Effect: The caster can change the pitch, tone and inflexion of their voice unerringly, allowing their voice to be perceived by others to their exacting specifications. While it is to those who suspect them of magic an obvious enchantment, those not expecting arcane alterations will likely find the facade convincing.

Name: Toss Voice
Level: 1
Branch: Illusion
Range: 30 meters
Duration: 1 Hour
Effect: The caster causes a invisible mouth to appear within the air, visible to up to two individuals assigned by the caster. These individuals can hear it speak, provided the caster themselves remain silent. If used whilst already in conversation, it can lead to some awkward gaps if not timed right.

Name: Dreamers Rest
Level: 2
Branch: Illusion
Range: 20 meters
Duration: Concentration
Effect: The mage lulls a single willing target into a deep slumber after five minutes of continous touch. Once this has elapsed, the target's dream is projected into reality around them in a circular radius. These illusions are eerily lifelike, allowing all within the radius to essentially step foot into and interact as though they were real. The caster can also freely manipulate the illusions. Those outside of this radius will see a circle of black fog that they may freely enter or leave. When the dreamer wakes, they will remember the contents of the dream, but not the player characters that were within it.

Name: Invisibility
Level: 2
Branch: Illusion
Range: Self
Duration: Concentration up to 1 hour
Effect: The caster renders themselves and their clothes/gambeson invisible. They are able to touch and interact with objects without making the spell falter, but this does not render these objects invisible. Being touched by another person or intending to make an attack ends the spell.

Name: Illusory Construct
Level: 2
Branch: Illusion
Range: 30 meters
Duration: Concentration
Effect: The mage creates any visual and/or auditory (no louder than a scream) illusion less than five cubic meters in size at any point within 30 meters. The visual illusion turns ethereal and glows when touched by anyone but the caster. It can be changed for as long as concentration is maintained, but any movement beyond walking speed causes it to stutter in its motion. The illusion ends if the caster leaves the range.

Name: Change of Scenery
Level: 3
Branch: Illusion
Range: 50 meters
Duration: Concentration up to 1 hour
Effect: The mage causes the area surrounding them to look, sound, smell and even feel different. This may be used to modify pre-existing objects or buildings, but can not make buildings (dis)appear. You could make a section of caves appear to be full of Glimmersteel or smell of sulfuric gas, or a ruined temple to look pristine and new once more with minor new decorations. If someone touches the illusion, the Caster can cause the surface to provide a tactile sensation; this may be resisted with a contested CA + Resilience (Mental) vs Mind + Resilience (Mental) roll. If the caster wishes to affect multiple people at the same time, this may also be resisted, with the targets rolling Mind + Resilience (Mental) against the Caster’s AoE DC.

Name: Phantasmal Foe
Level: 3
Branch: Illusion
Range: 100 meters
Duration: Concentration, up to 10 minutes
Effect: The caster summons an illusory ally to aid them in combat. This illusion can be armed with a melee weapon like a sword, mace or polearm made of refined steel. It can only attack one target at a time, moves at up to walking speed, has three successes to use for any of its actions and cannot take damage. Any injuries it manages to inflict are purely mental, inflicting comparable pain to the physical equivalent but fades after an hour. Controlling the phantasm takes deep concentration, requiring it to be used in stead of the caster's actions for any combat related actions (attacking, evading, etc.). If the Phantasmal Foe lands a blow that would normally be lethal, its opponent loses consciousness.

Name: Mirrored Duplicate
Level: 3
Branch: Illusion
Range: 5 meters
Duration: Concentration, up to 1 hour
Effect: The spell makes 4 duplicates of the same person around one individual over the course of two rounds. They can move no farther than five meters from either the caster or another duplicate within line of sight of the caster. The mage may cause the duplicates to be of another person, or the mage. While the duplicated person moves, the duplicates dance around them in a flowing, confusing way that makes it hard to tell which is the actual person and which is the illusion. Magical attempts at detecting the individual make it appear as if the target and all the duplicates are the same person. Physical attacks against one of the duplicates permanently dispels that duplicate.

Name: Manipulates Harmony
Level: 4
Branch: Illusion
Range: 30 meters
Duration: 1 hour
Effect: The mage causes those affected by the spell to experience whatever sensory experience they find most perfect, and experience it from the point of origin that the mage indicates. This may be in the form of any of the five senses, or anything that the recipient of the spell is capable of perceiving. Alternatively, the mage can cause the recipients of the spell to experience the most unpleasant sensory experience that they could possibly contemplate. A target wishing to resist the effects of the spell may roll a contested CA + Resilience (Mental) vs Mind + Resilience (Mental). If there are multiple targets, they instead roll Mind + Resilience (Mental) vs the Caster’s CA DC. The caster may dismiss this spell at any time before its duration elapses.

Name: Domain
Level: 4
Branch: Illusion
Range: 30 meters
Duration: Concentration
Effect: The mage obtains complete control over the entirety of their range with illusions of their choice and may change them at will. Sounds may be no louder than a scream. If any illusion is touched, the illusion will not disperse. The target may roll Mind + Awareness (Investigation) or Soul + Resilience (Mental) against the caster's CA + Resilience (Mental) to see through or resist the illusion; if there are multiple targets, they instead roll Mind + Awareness (Investigation) or Soul + Resilience (Mental) against the caster’s CA DC. If failed, the target/s may not escape or see past the illusion.

Name: Unseen
Level: 4
Branch: Illusion
Range: Whisper (5m)
Duration: Ten Minutes
Effect: The mage or a target within touch range are rendered invisible along with all their current belongings, the sounds they make becoming muffled in a five meter radius, which gives them a step of advantage on any Deception (Stealth) checks they make for the duration. If they are touched, make a noise louder than a scream or prepare/intend to attack anyone or anything, the spell ends.


-= TELEPATHY =-

Name: Telepathy
Level: 0
Branch: Telepathy
Range: 5 meters.
Duration: Concentration.
Effect: The mage initiates mental contact with a willing, sentient being within range. They may maintain this contact with only one person at a time. The mage and the willing target are able to share and interpret each other's thoughts, and anything which can be imagined by either party may be shared over the link.

Name: Evoke Memory
Level: 0
Branch: Telepathy
Range: Touch.
Duration: Not Applicable
Effect: The mage and a willing target can share a single memory. The caster and target both relive it from the perspective of the one who experienced it, the exact way they remember it.

Name: Mindspeak
Level: 0
Branch: Telepathy
Range: 30 meters.
Duration: Concentration
Effect: The mage may speak directly into the minds of all sentient creatures within range and line of sight as though speaking aloud, replacing verbal communication with mental.

Name: Tranquility of Mind
Level: 0
Branch: Telepathy
Range: 10 meters.
Duration: One round
Effect: The mage clears the mind of their target, momentarily clearing any mundane confusion and allowing them to think more clearly. Cannot be re-cast on the same target for two rounds.

Name: Communal Consciousness
Level: 1
Branch: Telepathy
Range: Touch
Duration: Concentration up to thirty minutes
Effect: The mage, through direct contact with a willing target, can force both themselves and their target into a trancelike state for the duration prescribed. It takes five minutes to enter this state. While in this space, the mage and their partner can share thoughts and experiences freely, transmitting memories and sensations from one mind to another. The pair are also able to share dreams or nightmares in this state, whether real or imagined. It is at the discretion of solely the mage what dreams are experienced. It is at the discretion of both parties what, if anything, is shared (e.g. one party cannot be forced to reveal anything they do not wish to).

Name: Message
Level: 1
Branch: Telepathy
Range: One kilometer.
Duration: Instantaneous
Effect: The mage is able to send a thirty word message to a single target within range. The target is then able to reply with their own thirty word message.

Name: Kinesthesia
Level: 1
Branch: Telepathy
Range: 30 meters
Duration: Concentration
Effect: The mage conjures one of the following: an eye, a ear, a tongue, a finger or a nose, this being a symbolic representation of their mens, and they may move it through the air at will. They are able to use such as their own, but their physical equivalent sense is disabled during this time. If something passes through the part, such as someone swatting it with a hand or the mage attempting to pass it through a solid barrier (including transparent barriers such as windows or clear water), the spell breaks. The part moves slowly through the air, and cannot perform quick dodges or other manoeuvres. It is, however, difficult to perceive and requires a successful Awareness (Investigation) check against the CA of the caster to find if it is well hidden (e.g., if the eye is in a shadowy corner the check is required).

Name: Warden's Watch
Level: 2
Branch: Telepathy
Range: One singular room, no bigger than 25x25 metres
Duration: One day
Effect: Through a period of unimpeded meditation lasting for five minutes, the mage places a magical effect on a room anywhere within the realm they are actively in. The mage must have visited this room physically to do so. For a day thereafter, the mage is made aware if a creature with mens enters the warded space. By foregoing all other actions, the mage can once more enter their mediation to actively view the room they have warded, able to see what goes on in the room, from any angle they desire. The mage can only perceive this room visually in greyscale. The mage cannot hear through this spell. If they leave the realm in which the spell has been cast, the spell immediately ends.

Name: Augmentia Absolute
Level: 2
Branch: Telepathy
Range: Up to twenty metres provided line of sight is maintained
Duration: Concentration, up to ten minutes
Effect: The mage swaps one of their senses with their target. This may be done with sight, hearing, smell, touch or taste. In doing so, the caster of the spell perceives the target’s sense, and the target perceives theirs. Pain also translates through this spell, but the pain felt will immediately revert to the proper body at the end of the spell. This spell can be resisted with a CA + Charisma (Guile) vs Mind + Resilience (Mental).

Name: Greater Telepathy
Level: 2
Branch: Telepathy
Range: 50 meters
Duration: Concentration up to one hour
Effect: The mage empowers their mind and becomes able to initiate mental contact with most sentient beings within range (DM discretion). The mage and the target are able to share and interpret each other's thoughts if both parties are willing. Anything which can be imagined by either party may be shared over the link.

Name: Realmwalker
Level: 2
Branch: Telepathy
Range: Touch
Duration: Concentration
Effect: The mage enters a state of lucid dreaming after thirty seconds, leaving their vulnerable body behind. While dreaming, the mage temporarily carves out a small sliver of the vast collective unconsciousness known as the Cognitive Realm. While the spell is active, the mage gains control of 20x20x20 space within the Realm and can control all aspects of it, down to the smallest factor. This space appears as a void of nothingness until filled by the mage. The mage can invite up to two willing guests into this space via touch at the point of casting (the guests may leave the spell at any point). Nothing that occurs within the confines of the spell transfers to the real world, including injury and death (though the death of the mage ends the spell, while the death of the guest ejects them from the space). When the spell ends, the space within the Realm crumbles away into nothingness once more.

Name: Send Tidings
Level: 3
Branch: Telepathy
Range: Same plane of existence
Duration: Instantaneous
Effect: The mage establishes a fleeting mental link to their target. They are able to send a message with a word limit of 25 words to a chosen target within the same plane of existence. The person who receives the message may respond with the same amount of words, though they must do so immediately. The caster may send a response of the same length and the recipient may do the same, for a total of two messages each. All of this must transpire in the same moment, as though such was an actual conversation.

Name: Autoscopia
Level: 3
Branch: Telepathy
Range: 500 meters
Duration: 30 minutes
Effect: The mage picks a singular point anywhere within 500 meters to scry upon, but one they have visited or seen before. A spectral silhouette of the caster appears at this point, and may explore an area within ten meters with the full awareness and senses of the caster, as well as their ability to cast. They may cast a single Level One or Two spell through the silhouette. If the silhouette is attacked, the spell ends and any spells the Autoscopia silhouette had active are cancelled.

Name: Root of Calumniation
Level: 3
Branch: Telepathy
Range: 10 meters
Duration: Concentration up to 10 minutes
Effect: The mage, upon casting the spell, has a ten metre radius appear around them, though its radius is visible only to the mage. Any lies, through omission, silence, or genuine intent are immediately made clear to the mage, mentally. Those who lie within the radius also feel significant pain in their mind, akin to a debilitating migraine or a knife being plunged into their head. All within are constantly aware of the fact that to tell a lie would be detrimental to their wellbeing.

Name: The Idea
Level: 4
Branch: Telepathy
Range: 30 meters
Duration: 1 minute
Effect: The mage proposes an idea of up to 20 words that everyone who can hear this spell has been cast upon considers to be an excellent proposal that they would love to implement. This spell fails if it is something that opposes their modus operandi or violates their moral code. This may be cast by the mage to influence the persuasiveness of another person’s spoken idea, but only if it is cast before they finish speaking. This effect can be resisted with a successful Resilience (Mental) or Awareness (Investigation) check against the caster’s AoE DC.

Name: Eye of Aberrance
Level: 4
Branch: Telepathy
Range: Five metres
Duration: Twelve hours / One round
Effect: The mage assaults the mind of one singular target within range. A turn of preparation is required before casting. For the duration prescribed, the target of this spell loses either their sense of smell, hearing, taste, touch (though they still feel pain) or their depth perception. The mage also gains the ability to twist the senses of their target at any point within the duration. This can include phantom pains or even whispering directly into the targets mind (one single message, though they can alter this message so the target perceives this as someone else, not necessarily the mage). They can only create three instances of this during the spells full duration and can only perform one of these per round of combat. The effect will immediately disperse after a round, or six seconds. For the turn the spell takes effect, the target is inflicted with disadvantage on Resilience (Mental) checks. This spell can be resisted with a CA + Charisma (Intimidation) vs Mind + Resilience (Mental). The mage requires line of sight on initial cast, but does not have to maintain it after the fact.

Name: Enlightened Existence
Level: 4
Branch: Telepathy
Range: 15 meters
Duration: Concentration, up to five minutes
Effect: For the duration prescribed, the mage extends their consciousness and expands it to encompass the spells range, a glow (colour of the mages choice) taking root in their eyes. The mage is made aware of all within this area and their precise location (regardless of whether or not they can see them), from the tiniest insect to the largest of beasts. They can ascertain the relative mental strength of all mens within this area (even through barricades or other obstacles). The caster will learn whether or not the targets have a superior, inferior or equal Mind stat to the caster, though this specific element can be resisted with a contested CA + Charisma (Guile) vs Mind + Resilience (Mental) check. If the target is a DM'd entity, what information the mages learn is left to the discretion of the DM (e.g. "The Garulf has weak mens"). The mage also learns whether or not the targets are Blessed or Mage. With regards to Blessed individuals, the mage will learn whether or not their patron is Lawful, Neutral or Chaotic in alignment, though not the specific patron.
 
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-= STABLE =-

Name: Fingersmith
Level: 0
Branch: Stable
Range: 10 meters.
Duration: Concentration
Effect: The mage can move a single small magnetic object within range, moving it with gentle force. The object must comfortably fit in a palm, such as a coin purse, key, or door handle, and can be manipulated freely as though held by the mage directly. This requires line of sight, and the effect is too weak to work in any sort of combat.

Name: Push
Level: 0
Branch: Stable
Range: 5 meters.
Duration: n.a
Effect: The mage is able to pantomime the act of shoving something, and exert force equivalent to a firm, physical shove upon any point of an object or person in range. This does not exert enough force to impede someone braced for the impact, and is spread evenly over the target.

Name: Throw Voice
Level: 0
Branch: Stable
Range: 20 meters.
Duration: Concentration
Effect: The caster manipulates their own voice and projects it so that it seems like it originates from any visible point within range.

Name: Scribble
Level: 0
Branch: Stable
Range: Self
Duration: Half an hour
Effect: The caster’s fingertip begins to shine with faint light, which can be then used to create a drawing on a surface or in the air that lingers for the duration. These will glow with the relative strength of a candle, matching the colour in which they were created. The drawing does not need to be cohesive and can take the form of many smaller drawings within the canvas space. If the drawing is smudged, the entire drawing will fade away.

Name: Telekinesis
Level: 1
Branch: Stable
Range: 10 meters, within line of sight
Duration: Concentration.
Effect: The mage may manipulate an object within range that is five kilograms or less as though by an invisible hand, moving it at any point in range, able to push, pull and perform intricate movements. The mage must mime with their hands the movements they want the object to perform, and so cannot use it while holding an object in that hand. Further, the kinetic link is not possible with an object currently in use or in the possession of another.

Name: Locksmith
Level: 1
Branch: Stable
Range: Touch
Duration: 30 seconds for a standard lock. Indefinite for a complicated lock.
Effect: The mage places their hand over any metalwork lock and manipulates the mechanism within. By doing this, they can attempt to lock or unlock any standard metallic lock with a roll using CA + Deception (Thievery) with one step of advantage.

Name: Luxstone
Level: 1
Branch: Stable
Range: Held object
Duration: One day
Effect: The caster turns an ordinary gemstone into a source of light by imbuing the gem with a concentrated amount of Penumbral energy. To the touch, this gemstone will feel somewhat warm and pleasant. It will constantly radiate light (about a torch’s worth) for a day, before the light fades away like a dying flame. It can be turned on and off by squeezing it. The colouration of the light matches the gemstone. At Echelon 1 only one may exist at once, but another can exist per Echelon reached, with a maximum of five at Echelon 5.

Name: Sentinel's Glow
Level: 1
Branch: Stable
Range: 10 meters
Duration: Ten minutes, or until used
Effect: The caster manifests a small fist sized orb of incandescent light behind them that shimmers with a faint golden fire. This orb will harmlessly float behind the caster until used, providing the relative light of a candle. It is also slightly warm to the touch, akin to the sensation of standing in the midday sun. The orb can transform into a dagger of pure light; this can either be fired at a target within range, in a manner akin to throwing a knife, or held comfortably in the hand of the caster, able to be used as a stabbing implement. The area that is impacted by this dagger will suffer minor damage: flesh will experience first degree burns in its wake and the dagger will pierce into organic matter, causing minor burns within the target too. Only one orb may be active at a time. Once the dagger impacts anything, it disappears.

Name: Deflect
Level: 2
Branch: Stable
Range: 10 meters
Duration: Instantaneous
Effect: The mage may, as a reaction, deflect any small projectile within ten meters, as long as they are aware of its location.

Name: Bombardment
Level: 2
Branch: Stable
Range: 5 meters to find the ammunition, 20 meters range
Duration: Concentration up to one minute
Effect: Over the course of a turn, the mage extracts magnetic metals from the ground (within range) beneath them to form a ball of compressed metals up to 1 kg which floats nearby. Alternatively, the mage may carry an object up to 1 kg to use instead, spending a turn channeling magic into the object to cause it to float. The object can then be fired akin to a slingshot (using a CA + Ranged roll), causing blunt force trauma or even fracturing a bone upon contact. If the object is sharp, it can pierce akin to an arrow. A target can attempt to dodge with a Body + Dexterity (Evasion) check.

Name: Shadowstep
Level: 2
Branch: Stable
Range: Self
Duration: Concentration
Effect: Provided that the mage is stood within relative darkness (e.g. a gloomy cave, a shadowed corner) they are able to bend light in such a way that they become one with the shadows, light curving around their form and shadows embracing them. They become effectively invisible, provided that they are able to maintain cover within a lowlight setting. They can move with this spell, provided they constantly remain in lowlight. If the lowlight is removed or the caster prepares to make an attack, the spell ends. They make the same level of sound as normal.

Name: Kinetic Empowerment
Level: 2
Branch: Stable
Range: Self
Duration: 1 Minute
Effect: The caster channels kinetic energy throughout their body, allowing them to reach greater speeds with continued motion. The caster can reach speeds twice that of their normal over the course of a turn, which continues until the duration lapses or the caster ceases movement. Additionally, while in motion, the Caster is able to jump two times further than they would usually be able to, both vertically and horizontally, provided they maintain their increased speed.

Name: Falling Star
Level: 3
Branch: Stable
Range: Thirty meters
Duration: Instantaneous
Effect: The caster can influence the momentum of all falling individuals within thirty meters, causing them to safely land upon the floor without slowing their descent. Before they hit the ground, the target can optionally expel the stored momentum as a wave of kinetic force in a 3 meter radius around them with enough power to knock those within the area off-balance and create minor lacerations on exposed skin.

Name: Sentinel's Luminescence
Level: 3
Branch: Stable
Range: 10 meters
Duration: Ten minutes, or until used
Effect: The caster manifests an orb of incandescent light behind them that shimmers with a faint golden fire. This orb will harmlessly float behind the caster until used, providing the relative light of a torch. It is also slightly warm to the touch, akin to the sensation of standing in the midday sun. The orb can transform into an arrow of pure light that can be fired akin to a shot from a longbow. The area that is impacted by this arrow will suffer extensive damage: flesh will be severely burned in its wake and the arrow will pierce through organic matter, causing burns within the target too. It can also pierce through some metalwork (increases armor DC by 1).

Name: Loden's Grasp
Level: 3
Branch: Stable
Range: 50 blocks
Duration: Three rounds
Effect: A compressed field of magnetic energy is built up over the course of a round and then shot towards the target, causing nausea, loss of balance, a metallic taste in your mouth. In some cases, the target experiences flashes of white across their vision. In the case of someone wearing a suit made of metal, the various pieces will lock up and cling to each other effectively causing 1 rank of disadvantage on Dexterity (Evasion) checks for two rounds.

Name: Silence
Level: 4
Branch: Stable
Duration: Four turns
Range: 4x4 meters around the caster
Effect: The caster generates a ward of invisibility around their person of any size up to the maximum. Those within are rendered invisible and noises from within are muffled; they gain a step of advantage on Deception (Stealth) checks. If anyone within the area prepares to or otherwise attacks anything outside of the radius the spell immediately ends.

Name: Tempestuous Fury
Level: 4
Branch: Stable
Range: Seven meters radius
Duration: Instantaneous
Effect: The caster emits a forceful burst from their hand. This kinetic force is capable of toppling targets in its range; those that fail a Body + Dexterity (Evasion)/Athletics (Might) check against the caster’s AoE DC are knocked down and are winded to the point of having to recover and get up for a round before their next attack. Those that succeed this check are pushed back without losing their footing. It will push objects within range back if they are not very heavy. If timed correctly, it could be used to deflect incoming projectiles, including those from things such as ballista or other siege engines.

Name: Metallurgical Might
Level: 4
Branch: Stable
Range: Seven meters
Duration: Concentration up to three turns
Effect: The caster manipulates a magnetic field to pull all unattended magnetic items in range towards a single target. If successful the target is picked up off the ground and held aloft by their metal cocoon, and the caster may either hold them there or try to crush them to death over the course of three turns. If the caster moves or takes any other actions, the spell immediately ends. The target may attempt to evade this entirely with an Dexterity (Evasion) vs. Ranged check at the start. Otherwise, they may make an opposed Athletics (Might) check against the caster to break free, though may sustain injuries appropriate for the duration. Unless the target is wearing armor, this spell has no effect if there isn’t enough loose metal around to reasonably imprison the target.

-= VOLATILE =-

Name: Siphon Flame
Level: 0
Branch: Volatile
Range: 10 meters.
Duration: One hour
Effect: The mage may target a fire no larger than that of a hearth and siphon the energy into their open hands, absorbing it comfortably into their body. This spell may only affect flames of the size prescribed and will have no bearing on larger fires, nor will it work upon smaller chunks of one larger fire, provided that that fire is considered a single fire. The spell takes away the heat required for it to remain burning, putting out the fire and rendering the caster warmer to the touch, for an hour. This spell provides mild resistance to minor chills, but will do nothing to subzero temperatures nor frostbite. This spell can be recast, with the original heat dissipating from the body of the mage, absorbed wholly into their Cruxstone.

Name: Shock
Level: 0
Branch: Volatile
Range: 3 meters.
Duration: One minute.
Effect: Static electricity is pulled from the air around the mage, appearing as small sparks that align their hands. The mage may move the sparks and project a dart of electricity toward a target, causing a static shock and superficial numbness at the point of contact. The same effect may be achieved by contact with the mage's hands. The mage may also transfer the energy to a metallic object on contact, causing the object to take on the effects of the spell without the visible sparks for the duration.

Name: Wail
Level: 0
Branch: Volatile
Range: 80 meters.
Duration: Concentration
Effect: The mage causes their focus to vibrate visibly, as energy is channeled through it erratically, and it emits a loud, howling, erratic wail. Anything spoken by the caster while this is active will be amplified to this volume.

Name: Chill
Level: 0
Branch: Volatile
Range: Touch.
Duration: One hour.
Effect: The mage touches an individual with their hand, keeping them comfortably cool in hot environments for one hour. Touch must be maintained for this effect to persist.

Name: Climate Command
Level: 1
Branch: Volatile
Range: Three meters around the caster
Duration: Concentration
Effect: The spell automatically balances the temperatures around the caster to induce an area of relative comfort. Brisk colds become milder, and searing heat lessens. This has no effect on extremes of temperature, nor will it fully prevent frostbite or heatstroke, though it may lessen them.

Name: Zap
Level: 1
Branch: Volatile
Range: 10 meters.
Duration: n.a
Effect: The mage directs their hands towards any point within range, and an arc of energy forms for an instant between their fingertip and the directed location. It is enough energy to kill or severely injure a small animal such as a bird, while if cast on a person it is only enough to hurt like a strong shock.

Name: Flame Wreathe
Level: 1
Branch: Volatile
Range: 10 meters.
Duration: 15 Minutes
Effect: The mage may target a hearth fire or smaller to siphon its energy onto their held weapon or, alternatively, their fists if no weapon is held. They may siphon ambient thermal energy. Both options take one round. Their weapon or hands are then wreathed in flames that heat them, with no risk of damaging the weapon or mage. Flames siphoned from an existing source may be directed to a single target within range, ending the spell and causing minor first degree burns if the target is hit. The target may roll Body + Dexterity (Evasion) vs the Caster’s AoE DC to avoid

Name: Ignition
Level: 1
Branch: Volatile
Range: Within 5 inches of the caster
Duration: Ten minutes
Effect: The caster summons forth a small orb of flame about the size of a baseball. It cannot be separated from the user without dissolving, but can be used to power a single spell that requires a source of fire - for example, Siphon Flame or Elemental Wreath. It can loosely be shaped and molded, so long as it remains the same size and does not separate itself from the caster. Only one can be active at a time.

Name: Elemental Volley
Level: 2
Branch: Volatile
Range: 50 meters, with disadvantage at a range of 30+ meters
Duration: Instantaneous
Effect: The mage looses a projectile of ice, fire, or electricity from the end of their outstretched hand. The projectile is about the same size and speed of an arrow loosed from a shortbow, does not impart any force on impact unless stated otherwise, and affects, roughly, a one foot by one foot area. A fire bolt results in flames being loosed at a target, acting like ordinary fire; an electric bolt causes intense pain and electrical burns on impact (those with insulated armor find this effect reduced, the pain only moderate and the burns minor); and a blast of condensed frigid cold air, carrying a payload of sharpened hail, causes moderate frostbite as well as smaller puncture wounds therein.

Name: Brimstone Battlements
Level: 2
Branch: Volatile
Range: 10 meters centered on the caster.
Duration: 3 rounds
Effect: The mage conjures a ten meter line of fire within ten meters of them over the course of a round, reaching up about five meters in height. In the turn the fire is conjured, people nearby are aware of the sudden scent of sulfur and can move out of the way of the rising flames. The designated line does not need to be straight, but it can’t exceed ten meters in length if stretched out. The fire is smokeless, and people may see through it, even if they cannot move through it without burning themselves with the superheated flames (second degree burns upon making contact). The air a meter or so above the flames will become hot enough to cause flammable material to immediately combust.

Name: Grip of the Glacier
Level: 2
Branch: Volatile
Range: 4x4 meters of water, to a depth of up to 3 meters.
Duration: 2 rounds
Effect: The caster flash freezes the specified volume of water they are be in physical contact with, over the course of a round. The ice itself can comfortably support the weight of three humanoids and their gear, but will buckle if any more weight is applied. If a creature is within the water frozen by the spell they will be caught in the flash freeze, and may roll Body + Athletics (Might) against the caster’s AoE DC to break free. A successful melee attack against the caster’s AoE DC will also break the ice.

Name: Ward of the Extremes
Level: 2
Branch: Volatile
Range: Touch
Duration: 6 hours
Effect: The mage may apply an environmental ward on themselves and up to two other people via physical contact. The ward regulates their body’s internal temperature in a way that keeps them comfortable in even the most extreme conditions. From initial contact with the mage a hot/cold wave spreads throughout their bodies of those under the effect of this spell . From there it keeps them comfortable throughout its duration. It will not protect from bodily contact with environmental burns and frostbite. Dress accordingly.

Name: Stormwalker
Level: 3
Branch: Volatile
Range: Seven meters
Duration: Two turns
Effect: The caster raises their hands aloft, generating a small cluster of storm clouds above their person and pulling minor arcs of electricity to dance along their outstretched arms. The caster can then wield this lightning as a whip, using it to lash out at a target within seven meters; attacks made with the whip are resolved with CA + Unarmed rolls, or CA + Melee if used with a Foci. Targets struck by this whip will suffer from electrical burns where the whip makes contact, and are unable to effectively use the struck limb for the next turn. The whip itself is conjured to a single arm of the mages choice, but the thunder cloud thematic persists around both arms for the duration.

Name: Heavensfall
Level: 3
Branch: Volatile
Range: 4x4 space, up to ten meters away from the caster, ten meters vertically
Duration: Instantaneous
Effect: The caster spends a turn condensing and creating a flaming sphere within the sky above a fixed point within ten meters of them. It will grow over the course of a turn before falling upon the specified area, the smell of sulphur and brimstone warning those in range to get out of the way. When it lands the area of impact is covered in intense heat and flames; flammable matter will combust near instantly, while people caught fully within the blaze will suffer third degree burns. The fire this spell creates acts as an ordinary fire, spreading, persisting and otherwise acting as fire would. Those in the area of effect when it lands may roll Body + Dexterity (Evasion) against the caster’s AoE DC to avoid the spell.

Name: Hoarfrost's Grip
Level: 3
Branch: Volatile
Range: Up to 10 meters away, 5 meter diameter sphere
Duration: 2 Rounds [4 rounds for objects and surfaces]
Effect: The caster focuses on a distant location, chilling the air rapidly. A heavy mist forms and those caught within the area are quickly encased in ice over the course of a turn. All objects and surfaces in the area are coated in ice, making footing treacherous. After two rounds, the ice will break off in chunks from those encased, leaving detritus. Targets may roll Dexterity (Evasion) against the caster’s AoE DC to avoid getting trapped, or Athletics (Might) against the caster’s AoE DC to break free.

Name: Path of the Wyvern
Level: 4
Branch: Volatile
Range: 20 meters
Duration: Three turns
Effect: Over the course of a turn, the caster condenses a large ball of fire, slowly shaping it to take on the form of a wyvern that will fly along a 20 meter long, 4 meter wide line determined at the start of the cast in the next turn. A wave of heat precedes its path as it charges, warning those within of what is to come. The area that the dragon flies through will immediately be engulfed in flames; small flammable objects within its wake are reduced to cinders almost immediately. The wyvern will cover the entire area prescribed within two turns, covering 10 metres in the first and 20 in the second.
Characters caught within its path suffer extensive third degree burns on their person, and may avoid it while it’s flying with a successful Dexterity (Evasion) check vs. the caster’s AoE DC.

Name: Lord of the Storm
Level: 4
Branch: Volatile
Range: 25 meters
Duration: Five turns
Effect: Storm clouds appear in the air above the caster over the course of a turn, ominous thunder warning of what is to come. Once the turn has elapsed, a storm will begin, accompanied by heavy rain and thunder. Lightning bolts will begin to strike at whatever target the caster elects within the area. Each round, the caster can target an individual within range that they can see (the storm will not impact their vision, but they must be able to see a part of the target clearly) the lightning, who must roll contested Body + Dexterity (Evasion) vs. CA + Ranged to avoid being struck. Those struck suffer significant amid severe electrical burns and are stunned for a turn as their body seizes up from the current. The storm does not move from its initial inception point, rather it simply dissipates after the duration prescribed.

Name: Whiteout
Level: 4
Branch: Volatile
Range: 40 Meter Radius
Duration: Concentration up to 1 hour
Effect: The caster spends a turn calling forth the power of a blizzard. Once this turn has elapsed, the storm will spread out from the caster to encompass the entire area. The blizzard will quickly cover the area in thick snow, making movement difficult for all within (halving it) and reducing vision to three meters. Those within experience the expected effects of being out in a blizzard, and if unprepared may suffer hypothermia and extreme frostbite if they remain within. Standing liquids freeze as soon as the caster completes the cast. The caster must remain at the centre of the storm during the initial cast but can move freely afterwards. The snow remains even after the caster ceases maintaining it and will remain until it naturally melts. The storm, however, only persists during the concentration.
 
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HollowWorld

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══════════════════════════════════

-= MATTER =-

Name: Sculpt
Level: 0
Branch: Matter
Range: Touch
Duration: Concentration
Effect: An object held within the hands of the caster becomes malleable like wet clay. The larger the object, the more effort it takes to mold. The object can’t be larger than a tankard, and can’t be attached or connected to anything larger. It does not work on metal.

Name: Meld
Level: 0
Branch: Matter
Range: Touch
Duration: Concentration
Effect: The mage presses their hands to a nearby surface, and the material melds over their skin up to their elbow. They cannot move their digits or wrists while covered. Depending on the material, it may be able to ward off minor superficial cuts, and it may slightly increase the density of their hands if they elect to start swinging. When concentration lapses, the material sloughs off their limbs like clay.

Name: Control Water
Level: 0
Branch: Matter
Range: Ten meters.
Duration: Concentration
Effect: The mage can slowly move a volume of up to one cubic meter of water or comparable liquid, within a range of ten meters. This can take the form of directing streams, forming tendrils or shapes, stirring a cauldron, etc.

Name: Imperius Ventus
Level: 0
Branch: Matter
Range: Three Meters
Duration: Concentration
Effect: The mage may focus their efforts to disrupt the winds around them, guiding them to cause minor flavorful effects. It could be used to snuff a small candle, make a cloak billow dramatically, or flip a page, but the currents are not strong enough to displace projectiles.

Name: Tremorsense
Level: 1
Branch: Matter
Range: 10 meters.
Duration: Concentration.
Effect: The mage is able to feel the steps of creatures and the movement of objects out to the given range. They can feel the steps they take, and the objects touching the terrain that they move, such as furniture or doors.

Name: Waterway
Level: 1
Branch: Matter
Range: Touch
Duration: Concentration
Effect: The caster makes the water flow around them in such a way that they can swim at twice their usual speed for as long as they maintain their focus.

Name: Redesign
Level: 1
Branch: Matter
Range: Touch
Duration: Permanent.
Effect: The caster is able to alter the colour and texture of up to one cubic meter of the surface of an object. It can be used to change the colour (no neon colours), texture (soft or rough) or both, seeping up to 10 centimeters deep.

Name: Potability
Level: 1
Branch: Matter
Range: 1 meter
Duration: N/a
Effect: The caster can change a number of characteristics related to a potable liquid within range, provided the total amount of liquid is less than one cubic meter. These characteristics include taste, viscosity and texture. The affected liquid will begin to then emit faint plumes of thin white smoke; nowhere near thick or dense enough to obscure sight, merely serving as a visual indicator that the drink has indeed been altered.

Name: Earthen Wall
Level: 2
Branch: Matter
Range: 10 meters
Duration: Three rounds
Effect: The mage is able to raise a one meter thick, three meters high and five meter long wall of the material they are in contact with over the course of one round. The wall crumbles once its duration has elapsed or if it is hit by excessive force (ballistae, trebuchets, etc.).

Name: Deprive
Level: 2
Branch: Matter
Range: 5 meters
Duration: Concentration up to a minute
Effect: The caster thins the air around them, siphoning it directly to themselves. After one round, anything not the caster within the radius will be unable to breathe, and will be unable to effectively fight within for more than a few rounds. Any fires smaller than a big bonfire will be diminished during the first and snuffed out after the second round, if within range.

Name: Condensate
Level: 2
Branch: Matter
Range: 10 meters
Duration: 5 minutes
Effect: The caster pulls moisture from the air in the surrounding area into a radius around them. The humidity rapidly rises to the point of forming fog thick enough to completely obscure vision, dampen clothing and extinguish weak flames such as those of candles or small torches and lanterns.

Name: Petrify
Level: 3
Branch: Matter
Range: Touch
Duration: 4 rounds
Effect: The caster touches a target and causes a thin shell of wood or stone to start growing from the point of contact. The petrification spreads from the point of contact at a rate of a section (legs, arms, torso, head) per round as long as the caster remains in contact with the target. The parts of the body that are affected weigh down the target and become impossible to move, although they gain the corresponding increase in durability. When the duration of the spell has ended, the shell shatters to dust. The shell may be broken with a successful Athletics (Might) vs. the caster’s Medicine or Crafting check.

Name: Liquid Limbs
Level: 3
Branch: Matter
Range: 15 meters.
Duration: Concentration
Effect: The caster manipulates a liquid they are at least partially submerged in (e.g. to the knees) to create up to five tentacle-like limbs within one meter of themselves, over the course of a round. These limbs are strong enough to deliver blows as a well-toned person would; attacks made with these limbs are resolved with a CA + Unarmed (Grappling) roll. Only one target may be attacked in this way per turn of the spell. They can also be used to manipulate objects in a rudimentary manner. For the duration of the spell, the caster must remain partially submerged in the liquid they are manipulating.

Name: Attrition
Level: 3
Branch: Matter
Range: 5 meters
Duration: five rounds
Effect: The caster condenses a wall of air within five meters of them, up to ten meters long, five meters high and one meter thick. Any small (knives, arrows, bolts) to medium (axes and similar) projectiles that would pass through the area the wall inhabits instead fall to the floor. The wall cannot be crossed by people and lasts for five rounds, but cannot stop large projectiles like ballista bolts or trebuchet/cannon shots.

Name: Second Skin
Level: 3
Branch: Matter
Range: Self
Duration: 2 Hours
Effect: While touching a material with exposed skin, the caster bonds with it and pulls it over their own body, creating a second skin made of whatever material is at hand. The caster’s weight triples as their sprinting speed is reduced by half. This second skin offers protection equal to steel chainmail, as well as protection against mundane fire and pressures such as those beneath the ocean. The second skin offers full articulation despite how much it slows down the caster, and can recede from certain parts of the body when the caster wills it; the hands and arms and/or the head and neck. The spell will fail to cast unless there is enough material present. The material will slough off the caster like clay once the duration elapses, before returning to its usual properties once fully separated from the caster.

Name: Marionette
Level: 4
Branch: Matter
Range: Touch
Duration: Concentration up to one hour
Effect: The caster places their hands upon a material and pulls forth a loosely Humanoid-looking golem of up to three meters tall. There has to be enough material to make the golem out of, and the material will retain its properties. The caster must maintain contact with the golem to direct it. It may fight in their place using their skills and CA, but it has a ponderously slow movement speed, and the caster has disadvantage on all physical checks made while using it.

Name: Desiccate
Level: 4
Branch: Matter
Range: Touch
Duration: 3 rounds
Effect: The caster touches a creature or object and begins to draw the moisture from them. A creature will begin to suffer the effects of dehydration after two rounds of sustained touch-range contact. After a third round, the target will lose consciousness. An object that has all of its moisture removed may become dry and brittle, or may become soggy and pliable if more is added, depending on the material. Any moisture removed coalesces as a bubble around the caster’s hand for the duration of the spell, after which it falls to the ground.

-= LIFE =-

Name: Fleshwarp
Level: 0
Branch: Life
Range: Touch
Duration: Immediate
Effect: The mage uses their hands and fingers to pinch together flesh which then fuses together. The fuse is equivalent in durability to stitches, and equivalent in pain to being stitched up.

Name: Numb
Level: 0
Branch: Life
Range: Touch
Duration: One hour.
Effect: The mage numbs sensation in whatever their hand is touching, numbing pain to just a dull ache.

Name: Cycle
Level: 0
Branch: Life
Range: Touch
Duration: Immediate
Effect: The caster may cause a seed to immediately germinate; the plant then develops 50% faster until mature. Alternatively, the caster may touch dead organic matter, causing it to decompose 50% faster until completely decomposed; only works on unworked matter that has already begun the decomposition process.

Name: Diagnose
Level: 0
Branch: Life
Range: Touch
Duration: Immediate
Effect: The mage may touch a living being and, if there is an illness or injury that will kill it within one year, become aware of roughly how long they have remaining if left untreated. If the being is undead, the mage feels a cold dread instead.

Name: Cleanse
Level: 1
Branch: Life
Range: Touch
Duration: n.a
Effect: The mage sanitizes their tools, and a single wound on a target. Unless numbed, the sanitization process hurts terribly as whatever impurities are in their target’s wound is forced to ooze out with blood.

Name: Hasten
Level: 1
Branch: Life
Range: Touch
Duration: n.a
Effect: The mage causes a minor wound on a person's body to quicken its natural healing process. If the wound has been tended to, this results in the wound healing after a day. If the wound has not been tended to, then the wound develops a severe infection after a day.

Name: Mutate
Level: 1
Branch: Life
Range: Touch
Duration: Permanent.
Effect: The caster can manipulate a single minor property of a plant. They may change the plant’s colour, texture, shape, taste or scent. Additionally, they may also either acclimate the plant to its current climate (within reason) or make it resistant to a specific mundane disease or parasite. This effect does not transfer to any progeny of the affected plant.

Name: Mend Bone
Level: 2
Branch: Life
Range: Touch
Duration: n.a
Effect: The mage is able to fuse broken bones back together by first aligning them, and then holding their hand over them. The bone is a mite more fragile than before until it is given a day to heal, but someone could run on a leg healed in this way for example. It is quite painful to use the affected bone until they have been given a day of rest.

Name: Alter Self
Level: 2
Branch: Life
Range: Touch
Duration: 3 days
Effect: The mage is able to alter a single cosmetic aspect of a person. Hair color, facial structure, eye color, and so on. It can’t change their weight, or add/remove parts from people. After the given duration, their features slowly morph back into what they were before, leaving bruises, bloodshot eyes or split hairs during the process. This spell can be cast again before the end of the duration to extend the duration.

Name: Amalgamate
Level: 2
Branch: Life
Range: 5 meters
Duration: Concentration
Effect: The caster draws in and fuses with living vegetation over the course of a round, forming tentacle or limb-like appendages that may be used to attack enemies or defend the caster within a radius of ten meters. Attacks made with these appendages are resolved with a CA + Unarmed (Grappling) roll. Only one target may be attacked in this way per turn of the spell. While in this state, the caster is unable to feel their limbs, and they are rooted to the spot until the spell has ended.

Name: Greater Hasten
Level: 2
Branch: Life
Range: Touch
Duration: N/a
Effect: The mage causes a severe wound on a person's body to quicken its natural healing process, rapidly renewing damaged skin and tissue. Non-lethal burns, frostbite and flesh wounds are healed over the course of a day, leaving behind scarred and somewhat tender skin. If cast on an untreated wound, it causes a severe and painful infection after six hours. If cast on healed skin, it instead removes scars, birth marks, tattoos and similar over the course of a day.

Name: Transfusion
Level: 2
Branch: Life
Range: Touch
Duration: N/a
Effect: Through manipulation of Forma, blood can be transfered from one person to another magically. The Mage can cast this spell one of two ways: either by touching a single target and transfering their own blood, or by touching two seperate targets and trasfering their blood between them as a catalyst. This spell transfers either one or two pints of blood, it is up to the caster.
Blood types and races (excluding Constructs) do not play a role, as Forma adjusts the blood to the target after draining another of their own blood to create the spell. If the target already has the maximum amount of blood in their body, the spell does not function and no blood is removed/added. If the blood is tainted or poisoned, the transfer poisons/taints the other's blood also. This spell does not transfer the Vyre curse, but does work on Vyres to restore missing blood to their bodies. After successful blood transfusion, the reciever of the blood will feel different depending on who they recieved the blood from (this is flavour and not harmful). For example, if from a Fireblessed or Ignis Blessed, the blood feels warm-- where if from a Vyre or a Grey Lady Blessed, the blood feels cold. This lasts a day and is decided by the player.

Name: Regrow
Level: 3
Branch: Life
Range: Touch
Duration: n.a
Effect: Bodily tissue (limb, organ, etc.) is regrown by planting a part of the target (blood, nail, hair etc.), growing as if it were a potted plant or by directly planting onto the target's affected area. Over the course of one week, the component will grow from the "seed”. If grown externally, tissue will fully subsume and function after one day. If grown on the target, it will be functionally useless until eight days have elapsed. Limbs may vary in aesthetic (e.g., green hues, bark-like texture, plant-like texture or their original look), but will otherwise act ordinarily.

Name: Purify
Level: 3
Branch: Life
Range: Touch
Duration: Permanent.
Effect: Purifies a willing target of parasites, infections, diseases, toxins, poisons and venoms. Can not cure certain Arcane or Divine afflictions like Vyrism or Pox Arcana.

Name: Enhance
Level: 3
Branch: Life
Range: Touch
Duration: 5 minutes
Effect: The caster augments one skill of a willing target; Awareness (Investigation), Dexterity (Evasion) or Athletics (Might). For the duration of the spell, the Enhanced individual can roll with the caster’s CA level instead of their enhanced skill. Only one skill can be selected per cast of Enhance, and only one cast of Enhance can be active at any moment.

Name: Recover
Level: 3
Branch: Life
Range: Touch
Duration: N/a
Effect: The caster holds their hand over a singular serious or lethal injury. Both external (flesh wounds, burns, etc.) and internal injuries (damaged organs, blood vessels, etc.) are rapidly healed and recovered over the course of two (non-lethal injury) to three (lethal injury) turns. Broken or fractured bones are realigned and repaired, but the fused bone will sting whenever weight is applied to it for the next day. The spell will not remove objects in the skin or body, but will fix issues created by the injury itself (e.g. Blood in the lungs).

Name: Verdant Guardian
Level: 4
Branch: Life
Range: 50 meters
Duration: Permanent
Effect: The caster infuses a single branch or piece of bark with their Forma, causing it to grow into a three meter tall Arbori-like entity over the course of ten minutes. The guardian has the relative composition of a fully grown oak tree and uses the caster's CA to perform any of its actions. The guardian will harmlessly follow the caster around if it is not being commanded, as amenable as a friendly pet dog. The caster can forgo their own action to concentrate on commanding the creature to do anything it is reasonably capable of (e.g. attacking, lifting, etc) while it is within range. Contested actions require the opponent to achieve 4 successes or more. Only one such Verdant Guardian may exist at a time; if the spell is cast while another exists, the original immediately begins to wither and die, leaving only the original wilted branch or bark.

Name: Resuscitate
Level: 4
Branch: Life
Range: Touch
Duration: Permanent
Effect: The caster places their hands upon a target for one minute, placing them in a sort of stasis for 15 minutes as their injuries knit themselves back together; both lethal and non-lethal alike. The skin over the injuries is pale for a week and itches for a day. If the target of the spell has died as a result of their injuries within the last five minutes, they are instead returned to life, the injury which killed them stabilized, but not healed. Should they take a strong hit to one of these stabilized injuries or strain themselves beyond normal daily conduct, the stabilized wounds will be ripped open once more, likely endangering their life once more. Cannot return targets to life who have had their organs removed/completely destroyed as a result of their death.

Name: Blight
Level: 4
Branch: Life
Range: 15 meters
Duration: Concentration up to a minute
Effect: The caster causes a fist-sized mushroom to grow on their own exposed skin over the course of a round, which can be thrown within 15 meters to cover an area of 5 meters around the impact in spores that linger in the air for the duration. Any creatures within the area find patches of the fungus rapidly growing on whatever external part of theirs it comes into contact with during the first round. Those that remain in the area over the second round are slowed as a mass of fungus continues to grow upon them, and those that spend three or more rounds within are fully immobilized by it. The fungus quickly crumbles upon leaving the area, and can be broken out of with a successful Athletics (Might) check vs. the caster’s AoE DC.
 
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